userBill Bcancel
branchrust_reboot/maincancel

1,141 Commits over 1,218 Days - 0.04cph!

4 Days Ago
▇▄▄▅▍▄ ▊▍█▄▊▍▊ ▉▊▆█▇▊▇▊ ▌▉▅▋█ ▍▄▆█ ▅▄█▉▍▊▋/█▇▍▋▌ ▊▄█ ▇▊▄ (▆▄▉▇▄█ ▍██ ▍▇ █▅▊▋▄-▍▉▉ ▅▊▍█▍▍▊ ▊▋▆▉▊▇▋▌▋)
4 Days Ago
Fixed one rowboat mount point not working
4 Days Ago
No detail alpha by default for CarKeypad material
4 Days Ago
Car keypads now look progressively more damaged, like the main vehicle does
4 Days Ago
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
5 Days Ago
Added a vehicle lift sound for updating the lock code
5 Days Ago
- Increased caboose lighting check from every 10 seconds to every 5 - Fixed listen server bug where LightGroupAtTime could miss the intended IO Entity by getting stuck looking at the server-size version
5 Days Ago
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
6 Days Ago
Fixed modular car fuel tank not needing keycode entry
6 Days Ago
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
6 Days Ago
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
6 Days Ago
Oops, reverting a file I didn't mean to commit
6 Days Ago
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
6 Days Ago
Fixed caboose candles clipping
6 Days Ago
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
7 Days Ago
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
7 Days Ago
Added support for modular car keylocks to authcount console command
7 Days Ago
Removed visible code lock from 2module_passengers
7 Days Ago
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
7 Days Ago
Fixed NRE when interacting with armoured cockpit windows
7 Days Ago
Use existing HasADriverSeat method - don't need IsCockpit
7 Days Ago
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
7 Days Ago
Added LODGroup component to terrain_blend_cube
7 Days Ago
Added 'ent auth' support to modular cars with code locks
8 Days Ago
Car lift no longer sends lock code to clients
8 Days Ago
Don't show the vehicle lock keycode on the lift at all (prevent others seeing the code because you're probably using the same code for your base, aren't you?). You can always destroy the lock if you forget your code.
8 Days Ago
Added a phrase explaining the lock code being hidden in streamer mode.
10 Days Ago
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
10 Days Ago
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks. - At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock. - Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones). - Once you've entered the code once, you're whitelisted and don't have to enter it again. - No guest codes, but I'm open to adding them if there's significant demand.
12 Days Ago
Added null check on the conditionals list in ConstructionSkin.SpawnGibs
13 Days Ago
Merge MoreCabooseFixes -> Main
14 Days Ago
Fixed badly positioned payout UI on the caboose slot machine
14 Days Ago
Fixed slot machine NRE if player dismounts during a spin
14 Days Ago
Fixed Caboose not shutting off the lights anymore when there's no-one nearby
17 Days Ago
Remove unneeded card UI animation component
17 Days Ago
Merge MoreCabooseFixes -> Main
18 Days Ago
Added LODGroups to primitive cubes (for modders) that didn't have them. The only one I've left without an LODGroup is terrain_blend_cube, as that seems likely to be used in a way that's large-scale and needed at a distance.
18 Days Ago
Merge MoreCabooseFixes -> Main
18 Days Ago
Fixed modular car lockable status change not immediately updating the modular conditionals
20 Days Ago
Fix 'Cannot set the parent of the GameObject' error if client disconnects while near a modular car with glass damage decals on its windscreen
20 Days Ago
Fixed vehicle module damage conditionals updating via the base vehicle's Load method instead of the module's one. Was causing parts not not fall off anymore etc.
21 Days Ago
S2P Trainyard
21 Days Ago
Fixed TrainYard scene having a random caboose added
27 Days Ago
Fix NRE is caboose is destroyed during the end-of-round info UI
27 Days Ago
Fix server calling OnAnyFlagsChanged as well in listen server mode, causing errors in editor
27 Days Ago
- Fixed armoured vehicle module windows not opening/closing on the client side when the vehicle is idle. - Fixed vehicle central locking switch not updating visually wen the vehicle is idle.
31 Days Ago
Update EntityMenu with the new cards_play token from 76333 - needed a CodeGen
31 Days Ago
Be nice and use the dealer rule that gives the house a little less edge. Stand on a soft 17 instead of hitting.
31 Days Ago
Fixed a remaining bug in how the dealer handles soft 17
31 Days Ago
Fixed conflict between the card game "play" action text token and the main menu "play game" text token which is also just "play". Renamed mine to cards_play.